misc: chore: Use explicit types in GPU, Device, and Host1x projects

This commit is contained in:
Evan Husted
2025-01-25 14:05:44 -06:00
parent 5099548856
commit 1ae349efb1
55 changed files with 350 additions and 339 deletions

View File

@ -2,6 +2,7 @@ using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
using System;
@ -90,7 +91,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
/// <param name="argument">Method call argument</param>
private void SendSignalingPcasB(int argument)
{
var memoryManager = _channel.MemoryManager;
MemoryManager memoryManager = _channel.MemoryManager;
// Since we're going to change the state, make sure any pending instanced draws are done.
_3dEngine.PerformDeferredDraws();
@ -100,7 +101,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
uint qmdAddress = _state.State.SendPcasA;
var qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
ComputeQmd qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB;